We all know the type: The Powergamer, the Munchkin, the guy who tries to "win" D&D. And more often than not, he pored over the rulebooks for months and found just the right combination to overpower both the enemies and the rest of the party. What's a DM to do? See it coming and head it off at the pass.

This book contains all of the most easily-twisted rules and powergaming tricks in Dungeons & Dragons 3.5 Edition, along with tips for handling powergaming players and evaluating new supplements, and suggestions for turning broken rules into plot hooks.